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Paths of Glory

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Paths of Glory

COMPONENTS

  • 316 full-color die-cut counters
  • One 22x34" full-color mapsheet showing most of Europe and the Near East
  • 110 Strategy Cards
  • 28-page Rule Book including sample game replay (17 pages of actual rules)
  • Two Player Aid Cards
  • PoG Counter Manifest Counter Manifest [1.58 Mb pdf]

    AWARDS

  • CSR: Best Pre-WWII Game1999
  • CSR: Dunnigan Award for Design and Playability to Ted Raicer 1999
  • Games 100: Best Historical Simulation Game 2001

    ERRATA

    ONLINE RESOURCES

  • Living Rules [1.12 Mb pdf]
  • PDF Frequently Asked Questions (FAQ) [511Kb]
  • 2004 Edition Card Text, with noted additions/deletions from previous editions.
  • Card Manifest courtesy of Rob Winslow.
  • PDF More Card Manifests: Allied and Central Powers from Andrew Maly.
  • Play Paths of Glory online at the Automated Card Tracking System
    (NOTE: You need the Cyberboard set below to play, as well as Cyberboard itself.)
  • Paths of Glory Gamebox for use with Cyberboard. 12/03/2001 (v2.1)
  • Provisional Rule changes
  • Another Card Manifest [NOTE: Microsoft Excel 2000 File] (includes new cards from the Player's Guide) courtesy of Neville Fischer.
  • Historical set-up and play instructions
  • PDF 1917 Scenario
  • Another Cyberboard Gameset [3.68Mb] (Courtesy of Thierry Aradan)

    PLAYER'S SPEAK

  • Players Speak (Provided by www.grognard.com)
  • Players Speak(Provided by www.consimworld.com)

  • PUBLISHED: 1999, 2004
    DESIGNER: Ted Raicer
    DEVELOPER: Andy Lewis
    ART DIRECTOR: Rodger B. MacGowan
    MAP ART: Mark Simonitch
    CARDS & COUNTER ART: Mark Simonitch
    PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch


    Price: $55.00
    Quantity:  

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    Deluxe Map - Paths of Glory

    WW2: Barbarossa to Berlin, 2006 Edition
       




    Product Rating: (4.72)   # of Ratings: 36   (Only registered customers can rate)

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    Sort: New to Old RE-SORT COMMENTS:

    Showing comments 1-10 of 13 (Next 10) Click Here to see all comments
    1. Helmut on 1/4/2008, said:

    my favourit card driven game, and one of the rare games, where i can play my home country: AUSTRIA ;-)
      (0 people found this comment helpful, 0 did not)
    2. Scott on 1/3/2008, said:

    Nothing much more to add...A wonderful game!!!
      (0 people found this comment helpful, 0 did not)
    3. Andrew on 12/5/2007, said:

    Clever yet complex. I have to say I have not played this one much only because of difficulty getting A: an opponent and B: the time. Beautiful artwork and components. Very clever system. Perhaps a LITTLE too complex for my tastes, which is why it doesn`t get a 5.
      (1 people found this comment helpful, 0 did not)
    4. Chad on 10/26/2007, said:

    Elegant. Unpredictable. Non-janky. The out-of-supply penalties seem a bit draconian for somebody like me well-versed in the WWII wargaming mindset, though I can see the design choice made in order to force the players into maintaining coherent WWI-like lines. And the "don't reshuffle your draw deck until AFTER you've finished with your draw phase" (thus sometimes getting stuck with a hand of less than 7 cards) is quite annoying as it forces gamey card manipulation at times. But these are only minor quibbles in an otherwise nicely-playable design. Oh: and a strategic WWI game with fluidity! who'da thunk?
      (1 people found this comment helpful, 0 did not)
    5. Steve on 10/22/2007, said:

    In my opinion, the best application of the Card-Driven game system to date. All of the hard decisions are represented, with enough random processes to plan for. It is an excellent game system for WWI.
      (1 people found this comment helpful, 0 did not)
    6. Olivier on 10/21/2007, said:

    Ted raicer is a genious. This game is the best game he ever designed. He's better for grand strategic games than for tactical ones. Olivier Paris
      (1 people found this comment helpful, 1 did not)
    7. Ville on 10/9/2007, said:

    A great game, although a somewhat flawed simulation nowadays. The amount of ahistorical or "gamey" strategies (Rhein defense, massing German armies against Italy in 1915, etc.) that have developed through the years might turn some people away, but the core system is just so strong that every wargamer should try this game at least once, no matter what their usual preferences.
      (2 people found this comment helpful, 0 did not)
    8. Rick on 10/3/2007, said:

    The game that got me back into wargaming. Truly one of the best gaming experiences you will ever have - well worth the investment in learning curve.
      (2 people found this comment helpful, 0 did not)
    9. Jeroen on 9/26/2007, said:

    Paths of Glory is a completely immersive experience, a history lesson on the strategic level of the First World War. Agonizing decisions throughout, players are confronted with the constant dilemma of where to deploy precious military resources. War economy is on background in Paths of Glory, only abstractly present in the game system.
      (1 people found this comment helpful, 0 did not)
    10. Karl on 9/25/2007, said:

    An instant classic. The rules are not overly complicated but the play is deep. This game inspired me to learn more about WWI and look into Ted Racier's other games.
      (3 people found this comment helpful, 0 did not)
    Showing comments 1-10 of 13 (Next 10) Click Here to see all comments

    They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War.

    Paths of Glory, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful "place in the sun." As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war "to end all wars." Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I.
     

    Game Features

    TIME SCALE 3 months per turn
    MAP SCALE Point-to-Point
    UNIT SCALE Armies and Corps
    NUMBER OF PLAYERS Two